本文整理汇总了C#中SharpGL.OpenGL.TexParameter方法的典型用法代码示例。如果您正苦于以下问题:C# OpenGL.TexParameter方法的具体用法?C# OpenGL.TexParameter怎么用?C# OpenGL.TexParameter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SharpGL.OpenGL
的用法示例。
在下文中一共展示了OpenGL.TexParameter方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: BindBitmapToTexture
private void BindBitmapToTexture(OpenGL gl, Bitmap bmp, int textureNumber)
{
gl.BindTexture(OpenGL.GL_TEXTURE_2D, _textures[textureNumber]);
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, 3, bmp.Width, bmp.Height, 0,
OpenGL.GL_BGR,
OpenGL.GL_UNSIGNED_BYTE,
bmp.LockBits(
new Rectangle(0, 0, bmp.Width, bmp.Height),
ImageLockMode.ReadOnly,
PixelFormat.Format24bppRgb
).Scan0
);
// Specify linear filtering.
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
// the texture wraps over at the edges (repeat)
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_REPEAT);
}
示例2: InitializeTexture
private void InitializeTexture(ref OpenGL gl)
{
gImage1 = new Bitmap(@"C:\Users\Lee\Documents\GitHub\SmackBrosClient\SmackBrosClient\files\meleemenu1.jpg");
System.Drawing.Rectangle rect = new System.Drawing.Rectangle(0, 0, gImage1.Width, gImage1.Height);
gbitmapdata = gImage1.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
gImage1.UnlockBits(gbitmapdata);
gl.GenTextures(1, gtexture);
gl.BindTexture(OpenGL.GL_TEXTURE_2D, gtexture[0]);
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA, gImage1.Width, gImage1.Height, 0, OpenGL.GL_BGR_EXT, OpenGL.GL_UNSIGNED_BYTE, gbitmapdata.Scan0);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
TexturesInitialised = true;
}
示例3: InitEngine
public void InitEngine(OpenGL gl)
{
try
{
DebugTools.LogToConsole("Prepareing GL");
//setup open gl and activate modes
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST);
gl.Enable(OpenGL.GL_BLEND);
gl.Enable(OpenGL.GL_TEXTURE_2D);
gl.Enable(OpenGL.GL_DEPTH_TEST);
//fffgl.Enable(OpenGL.GL_LIGHTING);
gl.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
gl.ShadeModel(OpenGL.GL_SMOOTH);
//Darw the first frame with a load test
Draw(gl);
DebugTools.LogToConsole("Loading Resources");
//Loading the resources and bind to gl
resourceManager = new ResourceManager();
DebugTools.LogToConsole("Applying Textures");
resourceManager.InitTextures(gl);
DebugTools.LogToConsole("Loading Level");
//Loading level
//_level = new MasterMindGame.MasterMind();
//_level.Build(this);
_level = new MasterMindGame.MasterMind();
_level.Build(this);
GameObjects.Sort(
delegate(GameObject p1, GameObject p2)
{
return p1.Z_Index.CompareTo(p2.Z_Index);
}
);
//Startup is complete
StartupComplete = true;
}
catch (Exception error)
{
DebugTools.LogError(error);
}
}
示例4: Create
/// <summary>
/// This function creates the texture from an image file.
/// </summary>
/// <param name="gl">The OpenGL object.</param>
/// <param name="path">The path to the image file.</param>
/// <returns>True if the texture was successfully loaded.</returns>
public virtual bool Create(OpenGL gl, string path)
{
// Create the underlying OpenGL object.
Create(gl);
// Try and load the bitmap. Return false on failure.
Bitmap image = new Bitmap(path);
if (image == null)
return false;
// Get the maximum texture size supported by OpenGL.
int[] textureMaxSize = { 0 };
gl.GetInteger(OpenGL.GL_MAX_TEXTURE_SIZE, textureMaxSize);
// Find the target width and height sizes, which is just the highest
// posible power of two that'll fit into the image.
int targetWidth = textureMaxSize[0];
int targetHeight = textureMaxSize[0];
for (int size = 1; size <= textureMaxSize[0]; size *= 2)
{
if (image.Width < size)
{
targetWidth = size / 2;
break;
}
if (image.Width == size)
targetWidth = size;
}
for (int size = 1; size <= textureMaxSize[0]; size *= 2)
{
if (image.Height < size)
{
targetHeight = size / 2;
break;
}
if (image.Height == size)
targetHeight = size;
}
// If need to scale, do so now.
if (image.Width != targetWidth || image.Height != targetHeight)
{
// Resize the image.
Image newImage = image.GetThumbnailImage(targetWidth, targetHeight, null, IntPtr.Zero);
// Destory the old image, and reset.
image.Dispose();
image = (Bitmap)newImage;
}
// Create an array of pixels the correct size.
pixelData = new byte[image.Width * image.Height * 4];
int index = 0;
// TODO: The loop below is staggeringly slow and needs speeding up.
// Go through the pixels backwards, this seems to be how OpenGL wants the data.
for (int y = image.Height - 1; y >= 0; y--)
{
for (int x = 0; x < image.Width; x++)
{
Color pixel = image.GetPixel(x, y);
pixelData[index++] = pixel.R;
pixelData[index++] = pixel.G;
pixelData[index++] = pixel.B;
pixelData[index++] = pixel.A;
}
}
// Set the width and height.
width = image.Width;
height = image.Height;
// Dispose of the image file.
image.Dispose();
// Bind our texture object (make it the current texture).
gl.BindTexture(OpenGL.GL_TEXTURE_2D, TextureName);
// Set the image data.
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, (int)OpenGL.GL_RGBA,
width, height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE,
pixelData);
// Set linear filtering mode.
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
// We're done!
return true;
}
示例5: FBO
public FBO(OpenGL gl, int width, int height)
{
_gl = gl;
if (width < 1) width = 16;
if (height < 1) height = 16;
gl.GenFramebuffersEXT(1, _fbo);
ColorTexture = new Texture(gl);
using (new Bind(ColorTexture))
{
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST);
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA, width, height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, null);
}
DepthTexture = new Texture(gl);
using (new Bind(DepthTexture))
{
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_REPEAT);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_NEAREST);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_NEAREST);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_DEPTH_TEXTURE_MODE_ARB, OpenGL.GL_INTENSITY);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_COMPARE_MODE, OpenGL.GL_COMPARE_R_TO_TEXTURE_ARB);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_COMPARE_FUNC, OpenGL.GL_LEQUAL);
gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_DEPTH_COMPONENT24, width, height, 0, OpenGL.GL_DEPTH_COMPONENT, OpenGL.GL_UNSIGNED_BYTE, null);
}
using (new Bind(this))
{
gl.FramebufferTexture2DEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT, OpenGL.GL_TEXTURE_2D, ColorTexture.Handle, 0);
gl.FramebufferTexture2DEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT, OpenGL.GL_TEXTURE_2D, DepthTexture.Handle, 0);
var status = _gl.CheckFramebufferStatusEXT(OpenGL.GL_FRAMEBUFFER_EXT);
if (status != OpenGL.GL_FRAMEBUFFER_COMPLETE_EXT) throw new Exception();
}
}
示例6: InitTexture
public void InitTexture(OpenGL renderer)
{
if (String.IsNullOrEmpty(Texture))
{
return;
}
// We need to load the texture from file.
var textureImage = new Bitmap(Texture);
renderer.Enable(OpenGL.GL_TEXTURE_2D);
// Get one texture id, and stick it into the textures array.
renderer.GenTextures(1, _textures);
// Bind the texture.
renderer.BindTexture(OpenGL.GL_TEXTURE_2D, _textures[0]);
// Tell OpenGL where the texture data is.
renderer.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, 3, textureImage.Width, textureImage.Height, 0, OpenGL.GL_BGR, OpenGL.GL_UNSIGNED_BYTE,
textureImage.LockBits(new Rectangle(0, 0, textureImage.Width, textureImage.Height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb).Scan0);
// Specify linear filtering.
renderer.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
}